Swiftui Motion
SwiftUI animation foundations - withAnimation, transitions, matchedGeometryEffect, PhaseAnimator, KeyframeAnimator, springs, gestures.
- Skill ID
- athevon/genjutsu/swiftui-motion
- Publisher
- athevon
- Repository
- genjutsu
- Installs
- 0
- Files
- 4
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
athevon/genjutsu/swiftui-motionInstalls these files- SKILL.md
- references/gestures-swiftui.md
- references/phase-keyframe-deep.md
- references/springs-cheatsheet.md
What this skill tells the agent
Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.SwiftUI Motion
SwiftUI animation core. Loaded for any SwiftUI project (iOS, macOS, multi-target Apple). Concise rules here. Deep-dive inreferences/. Pair with../motion-principles/SKILL.md(foundation) and../mobile-principles/SKILL.md(touch UX).
Animation API decision tree
| Need | API |
|---|---|
| Single value over time | withAnimation { } + @State or .animation(_, value:) |
| Multiple coordinated states | PhaseAnimator(phases) (iOS 17+) |
| Time-based keyframes | KeyframeAnimator(initialValue:repeating:content:) (iOS 17+) |
| Custom property animations | @Animatable macro (needs Xcode 26 / SwiftUI 2025 SDK to compile; runtime availability iOS 13.0+ / macOS 10.15+ / watchOS 6.0+) or the Animatable protocol by hand (iOS 13+) |
| Shared element transitions | matchedGeometryEffect(id:in:) |
| Gesture-driven | DragGesture / MagnifyGesture + .offset / .scaleEffect |
| Loop forever | .animation(.linear.repeatForever(autoreverses: true), value: ...) or .phaseAnimator |
Rule: start with withAnimation. Reach for PhaseAnimator only when you have 3+ ordered states. Reach for KeyframeAnimator only when you need parallel time-based tracks.
Springs (the only easing you should care about)
SwiftUI ships named spring presets (iOS 17+): .snappy, .bouncy, .smooth, plus the parameterised .spring(duration:bounce:blendDuration:) and .interactiveSpring(...). Each of the three named ones also takes (duration:extraBounce:) overloads. Use them. Tune response / dampingFraction only when a preset is wrong.
| Preset (iOS 17+) | Equivalent | Mood |
|---|---|---|
.snappy | .spring(response: 0.5, dampingFraction: 0.85) | UI snappy |
.bouncy | .spring(response: 0.5, dampingFraction: 0.7) | playful |
.smooth | .spring(response: 0.5, dampingFraction: 1.0) | calm, no bounce |
.interactiveSpring() | .spring(response: 0.15, dampingFraction: 0.86) | gesture follow |
response is the spring's period - its stiffness expressed as a duration, i.e. how long one oscillation would take. It is not the settling time: a .spring(response: 0.5, dampingFraction: 1.0) keeps moving well past 0.5s. Lower = snappier, higher = softer. dampingFraction is the overshoot intensity in 0...1 (1 = no overshoot, 0 = perpetual oscillation - never use 0). For UI work, stay in response: 0.2...0.5 and dampingFraction: 0.7...1.0. Deep-dive: references/springs-cheatsheet.md.
iOS 17+ also exposes .spring(duration:bounce:) where bounce is 0...1 (0 = critically damped, 1 = full bounce). It's the same spring, exposed in a more designer-friendly way:
.animation(.spring(duration: 0.4, bounce: 0.3), value: state)Implicit vs explicit animations
// Implicit - via .animation modifier (binds to a value)
Circle()
.scaleEffect(scale)
.animation(.spring(.snappy), value: scale)// Explicit - via withAnimation block
Button("Grow") {
withAnimation(.smooth) { scale = 1.5 }
}Rule: prefer explicit (withAnimation) for state changes triggered by user actions; use implicit when any change to a value should always animate (e.g., a progress bar that updates from anywhere). Never both on the same property - the outer withAnimation wins, but the implicit .animation modifier still runs and stacks confusingly.
Transitions
Transitions drive insertion / removal of views inside an if, switch, or ForEach. They run when the parent's animation context fires (so wrap state mutations in withAnimation).
if visible {
Card().transition(.asymmetric(
insertion: .move(edge: .bottom).combined(with: .opacity),
removal: .opacity.animation(.easeIn(duration: 0.15))
))
}BAD - vanish into a black hole:
Card().transition(.scale) // scales to 0, the universal "broken" feelGOOD - never scale to 0:
Card().transition(
.scale(scale: 0.95).combined(with: .opacity)
)iOS 17+ also has the .transition(_:) modifier with custom transitions via the Transition protocol - useful for shared timing across many views. For 90% of work, the built-in combinators (.move, .opacity, .scale, .slide, .push, .asymmetric, .combined(with:)) are enough.
matchedGeometryEffect (hero animations)
Tag two views with the same id in the same Namespace. SwiftUI interpolates frame and position when the source view is replaced.
struct Gallery: View {
@Namespace private var ns
@State private var expanded = false
var body: some View {
ZStack {
if expanded {
LargeCard()
.matchedGeometryEffect(id: "card", in: ns)
.onTapGesture { withAnimation(.spring(.smooth)) { expanded = false } }
} else {
SmallCard()
.matchedGeometryEffect(id: "card", in: ns)
.onTapGesture { withAnimation(.spring(.smooth)) { expanded = true } }
}
}
}
}isSource: true (default on the source-of-truth view) tells SwiftUI which frame to interpolate from. Common gotchas: id collisions across unrelated namespaces, view identity instability (use stable ids, not array indices), and animating out of an if branch where the destination view doesn't exist yet (wrap both branches inside the same parent, use opacity to hide instead of removing).
PhaseAnimator (iOS 17+)
For ordered state choreography. The API takes some Sequence of a phase type constrained to Equatable (not Hashable); CaseIterable is only a convenience so you can pass Phase.allCases. SwiftUI walks the sequence in order and settles on the last element.
enum SuccessPhase: CaseIterable { case start, scaleUp, rotate, settle }
struct SuccessCheck: View {
@State private var trigger = false
var body: some View {
Image(systemName: "checkmark.circle.fill")
.font(.system(size: 64))
.foregroundStyle(.green)
.phaseAnimator(SuccessPhase.allCases, trigger: trigger) { view, phase in
view
.scaleEffect(phase == .start ? 0 : phase == .settle ? 1 : 1.2)
.rotationEffect(.degrees(phase == .rotate ? 360 : 0))
.opacity(phase == .start ? 0 : 1)
} animation: { phase in
switch phase {
case .start: .smooth(duration: 0.05)
case .scaleUp: .spring(.bouncy, blendDuration: 0.25)
case .rotate: .spring(response: 0.4, dampingFraction: 0.8)
case .settle: .smooth(duration: 0.2)
}
}
.onTapGesture { trigger.toggle() }
}
}trigger: is optional - omit it to advance through phases automatically once on appear. Use it when you need an external signal (button tap, model update). Phases run sequentially, never in parallel - if you need parallelism, use KeyframeAnimator.
KeyframeAnimator (iOS 17+)
For continuous, time-based animations with parallel tracks. Each KeyframeTrack animates one keypath independently; SwiftUI runs them all together.
struct AnimationValues {
var scale: Double = 1
var rotation: Angle = .zero
var opacity: Double = 1
}
struct HeartTap: View {
@State private var counter = 0
var body: some View {
Image(systemName: "heart.fill")
.font(.system(size: 64))
.foregroundStyle(.pink)
.keyframeAnimator(initialValue: AnimationValues(), trigger: counter) { content, values in
contentMore from athevon
Use this skill in a project
Open any RiverX project, search the Skills panel for athevon/genjutsu/swiftui-motion, and install it in one click.
